On the Prowl. Acrocanthosaurus will bite prey and track them until they bled out. Acros have boundless endurance and are therefore immune to exhaustion.
Serrated Teeth. Every bite attack from the Acro causes an additional 1d12 bleed damage at the start of the target's turn. This continues until the target succeeds on a DC 14 Constitution saving throw which they roll at the start of their next turn after the bite attack landed.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (5d6 + 10) slashing damage. The target must succeed on a DC 14 Dexterity saving throw or be grappled. If the target is larger than the Acrocanthosaurus then it is only grappled. If the target is smaller, then it is restrained. A DC 12 strength saving throw breaks the Acros grasp.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
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